Fix TXQ for 3D textures. (#2613)
* Fix TXQ for 3D textures. Assumes the texture is 3D if the component mask contains Z. This fixes a bug in UE4 games where parts of the map had garbage pointers to lighting voxels, as the lookup 3D texture was not being initialized. Most notable game is THPS1+2. May need another PR to keep image store data alive and properly flush it in order using the AutoDeleteCache. * Get sampler type for TextureSize from bound textures.
This commit is contained in:
		
							parent
							
								
									142cededd4
								
							
						
					
					
						commit
						f0b00c1ae9
					
				
					 8 changed files with 60 additions and 18 deletions
				
			
		|  | @ -4,7 +4,7 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation | |||
|     { | ||||
|         public const int DefaultCbufSlot = -1; | ||||
| 
 | ||||
|         public SamplerType Type { get; private set; } | ||||
|         public SamplerType Type { get; set; } | ||||
|         public TextureFormat Format { get; set; } | ||||
|         public TextureFlags Flags { get; private set; } | ||||
| 
 | ||||
|  |  | |||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue
	
	 riperiperi
						riperiperi